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Add a random number generation tutorial
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This closes #2436.
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Calinou committed Sep 17, 2020
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Expand Up @@ -10,3 +10,4 @@ Math
matrices_and_transforms
interpolation
beziers_and_curves
random_number_generation
295 changes: 295 additions & 0 deletions tutorials/math/random_number_generation.rst
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.. _doc_random_number_generation:

Random number generation
========================

Many games rely on randomness to implement core game mechanics. This tutorial
guides you through common types of randomness and how to implement them in
Godot.

.. note::

Computers cannot generate "true" random numbers. Instead, they rely on
*psuedorandom number generators* (PRNGs).

Global scope versus RandomNumberGenerator class
-----------------------------------------------

Godot exposes two ways to generate random numbers: via *global scope* methods
or using the :ref:`class_RandomNumberGenerator` class.

Global scope methods are easier to set up, but they don't offer as much control.

RandomNumberGenerator requires more code to use, but exposes many methods not
found in global scope such as
:ref:`randi_range() <class_RandomNumberGenerator_method_randi_range>` and
:ref:`randfn() <class_RandomNumberGenerator_method_randfn>`. On top of that,
it allows creating multiple instances each with their own seed.

This tutorial uses global scope methods, except when the method is only found in
the RandomNumberGenerator class.

The randomize() method
----------------------

In global scope, you can find a :ref:`randomize() <class_@GDScript_method_randomize>`
method.
**This method should be called only once when your project starts to initialize
the random seed.** Calling it multiple times is unnecessary and may impact
performance negatively.

Putting it in your main scene script's ``_ready()`` method is a good choice::

func _ready():
randomize()

You can also set a fixed random seed instead using
:ref:`seed() <class_@GDScript_method_seed>`. This will give you *deterministic*
results across runs::

func _ready():
seed(12345)
# To use a string as a seed, you can hash it to a number.
seed("Hello world".hash())

When using the RandomNumberGenerator class, you should call ``randomize()``
on the instance since it has its own seed::

var rng = RandomNumberGenerator.new()
rng.randomize()

Get a random number
-------------------

Godot provides several methods to get random numbers.

:ref:`randi() <class_@GDScript_method_randi>` returns a random number between 0
and 2^32-1. Since the maximum value is really high, you most likely want to use
the modulo operator (``%``) to bound the result between 0 and the denominator::

# Prints a random integer between 0 and 49.
print(randi() % 50)

# Prints a random integer between 10 and 60.
print(randi() % 51 + 10)

:ref:`randf() <class_@GDScript_method_randf>` returns a random floating-point number
between 0 and 1. This is useful to implement a
:ref:`doc_random_number_generation_weighted_random_probability` system, among
other things.

:ref:`randfn() <class_RandomNumberGenerator_method_randfn>` returns a random floating-point
number between 0 and 1. Unlike :ref:`randf() <class_@GDScript_method_randf>` which follows
an uniform distribution, the returned number follows a
`normal distribution <https://en.wikipedia.org/wiki/Normal_distribution>`__.
This means the returned value is more likely to be around 0.5 compared to the
extreme bounds (0 and 1)::

# Prints a normally distributed floating-point number between 0.0 and 1.0.
var rng = RandomNumberGenerator.new()
rng.randomize()
print(rng.randfn())

:ref:`rand_range() <class_@GDScript_method_rand_range>` takes two arguments ``from`` and
``to``, and returns a random floating-point number between ``from`` and ``to``::

# Prints a random floating-point number between -4 and 6.5.
print(rand_range(-4, 6.5))

:ref:`RandomNumberGenerator.randi_range() <class_RandomNumberGenerator_method_randi_range>`
takes two arguments ``from`` and ``to``, and returns a random integer between
``from`` and ``to``::

# Prints a random floating-point number between -10 and 10.
var rng = RandomNumberGenerator.new()
rng.randomize()
print(rng.randi_range(-10, 10)

Get a random array element
--------------------------

We can use random integer generation to get a random element from an array::

var fruits = ["apple", "orange", "pear", "banana"]


func _ready():
randomize()

for i in 100:
# Pick 100 fruits randomly.
# (``for i in 100`` is a faster shorthand for ``for i in range(100)``.)
print(get_fruit())


func get_fruit():
var random_fruit = fruits[randi() % fruits.size()]
# Returns "apple", "orange", "pear", or "banana" every time the code is run.
# The same fruit may be selected multiple times in succession.
return random_fruit

To prevent the same fruit from being picked more than once in a row, we can add more
logic to this method::

var fruits = ["apple", "orange", "pear", "banana"]
var last_fruit = ""


func _ready():
randomize()

for i in 100:
# Pick 100 fruits randomly.
# (``for i in 100`` is a faster shorthand for ``for i in range(100)``.)
print(get_fruit())


func get_fruit():
var random_fruit = fruits[randi() % fruits.size()]
while random_fruit == last_fruit:
# The last fruit was picked, try again until we get a different fruit.
random_fruit = fruits[randi() % fruits.size()]

# Note: If the random element to pick is passed by reference
# (such as an array or dictionary),
# use `last_fruit = random_fruit.duplicate()` instead.
last_fruit = random_fruit

# Returns "apple", "orange", "pear", or "banana" every time the code is run.
# The same fruit will never be returned more than once in a row.
return random_fruit

This approach can be useful to make random number generation feel less
repetitive, but it doesn't prevent results from "ping-ponging" between a limited
set of values. To prevent this, use the
:ref:`shuffle bag <doc_random_number_generation_shuffle_bags>` pattern instead.

Get a random dictionary value
-----------------------------

We can apply similar logic from arrays to dictionaries as well::

var metals = {
"copper": {"quantity": 50, "price": 50},
"silver": {"quantity": 20, "price": 150},
"gold": {"quantity": 3, "price": 500},
}


func _ready():
randomize()

for i in 20:
print(get_metal())


func get_metal():
var random_metal = metals.values()[randi() % metals.size()]
# Returns a random metal value dictionary every time the code is run.
# The same metal may be selected multiple times in succession.
return random_metal


.. _doc_random_number_generation_weighted_random_probability:

Weighted random probability
---------------------------

The :ref:`rand() <class_@GDScript_method_randf>` method returns a floating-point number
between 0.0 and 1.0. We can use this to create a "weighted" probability where
different outcomes have different likelihoods::

func _ready():
randomize()

for i in 100:
print(get_item_rarity())


func get_item_rarity():
var random_float = randf()

if random_float < 0.8:
# 80% chance of being returned.
return "Common"
elif random_float < 0.95:
# 15% chance of being returned.
return "Uncommon"
else:
# 5% chance of being returned.
return "Rare"

.. _doc_random_number_generation_shuffle_bags:

"Better" randomness using shuffle bags
--------------------------------------

Taking the same exemple as above, we would like to pick fruits at random.
However, relying on random number generation every time a fruit is selected can
lead to a less *uniform* distribution. If the player is lucky (or unlucky), they
could get the same fruit 3 or more times in a row.

This can be accomplished by using the *shuffle bag* pattern. It works by
removing the element from the array once it has been chosen. If this is done
multiple times, the array might end up being empty. In this case, its value is
reinitialized to its default state where it's full::

var fruits = ["apple", "orange", "pear", "banana"]
# A copy of the fruits array so we can restore the original value into `fruits`.
var fruits_full = []


func _ready():
randomize()
fruits_full = fruits.duplicate()
fruits.shuffle()

for i in 100:
print(get_fruit())


func get_fruit():
if fruits.empty():
# Fill the fruits array again and shuffle it.
fruits = fruits_full.duplicate()
fruits.shuffle()

# Get a random fruit (since the array has been suffled)
# and remove it from the `fruits` array.
var random_fruit = fruits.pop_front()
# Prints "apple", "orange", "pear", or "banana" every time the code is run.
return random_fruit

When running the above code, the same fruit will *never* be picked more than
twice in a row. This is because once a fruit has been picked, it will no longer
be a possible return value unless the array is now empty. When the array is
empty, we reset it back to its full state, which makes it possible to have the
same fruit again (but only once).

Random noise
------------

The random number generation shown above can show its limits when you need a
value that *slowly* changes depending on the input. (The input can be a
position, time, or anything else.)

To achieve this, you can use random *noise* functions. Noise functions are
especially poopular in producedural generation to generate realistic-looking
terrain. Godot provides :ref:`class_opensimplexnoise` for this, which supports
1D, 2D, 3D, and 4D noise. Here's an example with 1D noise::

var noise = OpenSimplexNoise.new()


func _ready():
randomize()
# Configure the OpenSimplexNoise instance.
noise.seed = randi()
noise.octaves = 4
noise.period = 20.0
noise.persistence = 0.8

for i in 100:
# Prints a slowly-changing series of floating-point numbers
# between -1.0 and 1.0.
print(noise.get_noise_1d(i))

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